Rivals of Aether II

Rivals of Aether II

Too Much Ledge Invincibility
Does anyone feel like there's too much ledge invincibility? It just feels like everyone can come back on stage with invincible moves a little too easily. I feel like you should be at a disadvantage when on the ledge, instead I feel like when my opponent is on ledge, I'm better off just letting him back than trying to actually place a move near the ledge. The amount of time I've been hit by an invincible kragg forward air off the ledge is highly upsetting lol.
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It's not the ledge invincibility that's frustrating so much as many ledge options being unreactable, while the options that can actually hit someone in ledgehang are generally pretty easy to react to. It varies by character, though. Orcane (who doesn't have a proper forward aerial and has slow ledge attacks) has a lot harder time getting off ledge than Loxodont (who has a ridiculous burst range on special getup and a crazy fair off ledge).

You only get 29 frames of ledge intangibility and lose some of it doing ledgedrop/double-jump before you can aerial, lose it all when you land on stage and become actionable, and lose it all if you do anything out of a ledgejump (which itself eats 14 of the intangible frames). So you can't really do anything invincible other than the "pre-baked" ledge getup options like ledge getup attack, drop > invincible waveland into shield (punished only by grab), or dropping and doubling-jumping back with one invincible aerial off ledge (which, if punished before you can land, means you have no double jump).

But reacting to these options is significantly harder than, say, Ultimate, and generally requires a hard read unless you're playing far back enough that just jumping from ledge becomes hard to punish.
Last edited by Songbird; Mar 9 @ 4:44pm
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